using GameNetcodeStuff; using UnityEngine; public class KillLocalPlayer : MonoBehaviour { public bool dontSpawnBody; public CauseOfDeath causeOfDeath = CauseOfDeath.Gravity; public bool justDamage; public StartOfRound playersManager; public int deathAnimation; [Space(5f)] public RoundManager roundManager; public Transform spawnEnemyPosition; [Space(5f)] public int enemySpawnNumber; public int playAudioOnDeath = -1; public void KillPlayer(PlayerControllerB playerWhoTriggered) { if (justDamage) { playerWhoTriggered.DamagePlayer(25); Debug.Log("DD TRIGGER"); return; } if (playAudioOnDeath != -1) { SoundManager.Instance.PlayAudio1AtPositionForAllClients(playerWhoTriggered.transform.position, playAudioOnDeath); } playerWhoTriggered.KillPlayer(Vector3.zero, !dontSpawnBody, causeOfDeath, deathAnimation); } public void SpawnEnemy() { if (GameNetworkManager.Instance.localPlayerController.playerClientId == 0L) { roundManager.SpawnEnemyOnServer(spawnEnemyPosition.position, 0f, enemySpawnNumber); } } }